Story
Date of Birth: 2/14/1965
Height: 5'10"
Weight: 169lbs
Measurements: B44", W 32", H 33"
Blood Type: B
Likes: Spaghetti
Dislikes: Umeboshi (pickled plum), soap operas, pointless meetings
Born and raised in Japan, Ken faced a troubled upbringing. His Japanese father and Japanese American mother were at odds with one another, constantly arguing and neglecting Ken. In response, Ken became a delinquent in junior high, marking his rebellion with hair dyed blonde. This would cause his parents to settle down, before his father sent him to train under the Anatsuken master Gouken at the age of 12. Here he would discover his love for martial arts, and meet his lifelong rival Ryu. At the age of 23, Ken would take the United States Martial Arts circuit by storm, but upon meeting a girl named Eliza, he began to realize that there was more to life than fighting and began to focus more on his personal life. But when Ryu sends him a letter asking him to join the World Warrior tournament, Ken's fire would reignite...
Overview
Ken uses the same Anatsuken fighting style as Ryu, starting out as an exact copy of him, but throughout SF2's many revisions he began to develop his own spin on Ryu's gameplay. In ST, he can be a very tough character to beat if played with the right tools and the right mindset.
The ST version of Ken has longer start-up on his projectile, making it worse for zoning. While the faster face of the game makes it actually harder to simply react to it, the addition of super moves makes it a very dangerous option against a few characters. On the other hand, New Ken is much more dangerous up close. His low-knee-bash-Shoryuken pressure game can quickly deplete the enemy's vitality with only a few correct guesses. Ken also has a number of dizzy combos, giving him even more comeback potential.
If you want to check Youtube and Nico Nico Douga for high level footage, check players such as Aniken, Mattsun, Choshu, and Kiken, among others.
Strengths | Weaknesses |
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New & Old Versions Comparison
To select Old Ken, choose Ken and then press ← ← ← → Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Here is the list of differences:
- System Changes: Old Ken cannot tech throws, or use his Super Combo.
- Old Ken does not have Crazy Kicks or the Knee Bash hold;
- Old Ken has a faster pre-jump animation by 1 frame;
- Old Ken does not have an air throw;
- Old Ken has some differences in some of his normals:
- Far Standing Jab has better priority;
- Close Standing Fierce second active hitbox has much better priority;
- Far Standing Short is an anti air kick like the Far Standing Forward, while for New Ken it's a low hitting kick like the close version;
- Crouching Short has much better priority;
- Far Standing Forward has a slower startup;
- Close Standing Forward is a knee attack, while for New Ken is a high kick similar to his old Close Standing Roundhouse;
- Crouching Forward has much better priority;
- Close Standing Roundhouse is a not very useful kick with minor anti air priority that hits twice, while for New Ken it's a kick that moves him forward while attacking low;
- Far Standing Roundhouse is the classic mediocre anti air shoto kick, while for New Ken its a kick that moves him forward while attacking low;
- Crouching Roundhouse has much better priority and does more damage;
- Both Jumping Fierces do more damage;
- Diagonal Jumping Short has worse priority during the first 10 active frames;
- Diagonal Jumping Forward is an aerial kick with very good priority, while for New Ken it's a new kick made for crossups, but it's ironically easier to time with Old Ken's Forward;
- Neutral Jumping Roundhouse has better air-to-air priority but worse air-to-ground priority and does more damage;
- Diagonal Jumping Roundhouse can be used as a cross-up attack and has better air-to-air priority, but has somewhat worse air-to-ground priority. It also does more damage;
- Old Ken's Hadoukens have a 1 frame faster startup. His Strong Hadoukens have 1 frame faster recovery and his Fierce ones have a 2 frame faster recovery;
- Old Ken's Shoryukens are invulnerable until their apex. Jab and Strong versions do not have 2 grounded frames where Ken is throwable;
- Old Ken's Fierce Shoryuken have a 1f startup, while New Ken's has 0f startup. Also, the hitbox on the 1st active part is moved 2px towards in case of New Ken, which allows him to get it to combo for 3 hits against a Standing Chun-Li;
New Ken may have a better mixup game due to his Crazy Kicks and hold, as well as his Super Combo and throw techs, but Old Ken has better normals, fireballs, and Shoryukens. For many, this is all they really need to play Old Ken, but New Ken still has unique properties to him.
Color Options
Jab | Strong | Fierce | Start | Old |
Short | Forward | Roundhouse | Hold | Old Alternative |
--Born2SPD
Video Overview
Ken | |
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Character Data | |
Damage Scaling Factor | 27/32 |
Forward Walk Speed | 51 |
Backwards Walk Speed | 34 |
Pre-Jump Frames | 4 |
Forwards Jump Duration | 44 |
Backwards Jump Duration | 43 |
Landing Frames | 7* |
Jump Height Apex | 78 |
Forwards Jump Distance | 135 |
Backwards Jump Distance | 163 |
Soft Knockdown Recovery | 39 |
Hard Knockdown Recovery | 73 |
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Standing Normals
cllp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[6] | 0~5 | 40 | Special, Super | Mid | 0~25 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
A quick elbow smash in front and above Ken's head.
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Click to toggle detailed hitbox data.
frlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[1] | 0~5 | 40 | Chain, Special, Super | Mid | 26+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
A simple jab.
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Click to toggle detailed hitbox data.
clmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | 0~31 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 2 | 17 | 23 | -1 | 4/3 |
Ken performs a hook, then another one that doesn't hit for some reason.
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Click to toggle detailed hitbox data.
frmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[6] | 5~11 | 60 | Special, Super | Mid | 32+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 7 | 15 | +7 | 4/3 |
Ken performs a straight punch.
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Click to toggle detailed hitbox data.
clhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[7] | 3~9 / 10~16 | 40 / 80 | Special, Super / None | Mid | 0~41 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 8 (2 / 6) | 23 | 35 | -9 / -7 | 5/4 |
A close uppercut.
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frhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[2] | 10~16 | 80 | Super | Mid | 42+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 6 | 23 | 35 | -7 | 5/4 |
Similar to Far Strong.
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cllk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 0~5 | 40 | Chain, Super | Low | 0 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 2 | 8 | 16 | +3 | 2/1 |
A low kick.
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frlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | None | Low | 1+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 2 | 9 | 18 | +2 | 2/1 |
A low-hitting shin kick.
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clmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[6] | 5~11 | 60 | Special, Super | Mid | 0~32 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 8 | 11 | 27 | -1 | 4/3 |
A very flexible split kick.
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frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 60 | None | Mid | 33+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 8 | 7 | 23 | +3 | 4/3 |
A high side kick.
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frhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 10~16 | 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
9 | 5 | 21 | 35 | -4 | 5/4 |
Ken's spinning kick.
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Crouching Normals
crlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[1] | 0~5 | 40 | Chain, Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
Another jab.
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crmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 60 | Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 7 | 15 | +7 | 4/3 |
Ken does a crouching straight.
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crhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[2] / 22[2] | 3~9 / 10~16 | 40 / 80 | Special, Super / None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 11 (3 / 8) | 23 | 37 | -12 / -9 | 5/4 |
Ken begins an uppercut from crouching position.
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crlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[1] | 0~5 | 40 | Chain, Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 5 | 13 | +4 | 2/1 |
Crouching low kick.
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Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 60 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 6 | 9 | 19 | +3 | 4/3 |
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Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 5~11 | 130 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 6 | 25 | 34 | Hit: Soft KD Block: -9 |
5/4 |
Ken's sweep kick.
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Jumping Normals
jlp
+ | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
12[2] | 1~7(-2) | 40 | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
2 | ∞ | N/A | 2+∞ | Dependent | 2/1 | |
The only differences between this version and the Diagonal Jump version are that this version has a taller vertical hitbox and a different random damage modifier. | ||||||
or + | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
12[2] | 1~7(-2) | 40 | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
2 | ∞ | N/A | 2+∞ | Dependent | 2/1 | |
Ken performs a jumping jab that is active throughout the whole jump.
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jmp
+ | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
22[2] | 5~11 | 50 | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 20 | ∞ | 24+∞ | Dependent | 4/3 | |
The same as the Diagonal Jump version, but with more active frames. | ||||||
or + | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
22[2] | 5~11 | 50 | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 8 | ∞ | 12+∞ | Dependent | 4/3 | |
An aerial punch that stays active for a while.
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Neutral Jump Version:
Frame Count | 2 | 2 | 20 | 4 | 4 | 4 | ∞ |
Simplified | 4 | 20 | ∞ |
Diagonal Jump Version:
Frame Count | 2 | 2 | 8 | 4 | 4 | 4 | ∞ |
Simplified | 4 | 8 | ∞ |
jhp
+ | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
24[2] | 11~17(-1) | 60(+20) | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 20 | ∞ | 24+∞ | Dependent | 5/4 | |
Ken's strongest jumping punch.
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or + | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
24[1] | 3~9 | 40 | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 8 | ∞ | 12+∞ | Dependent | 5/4 | |
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Click to toggle detailed hitbox data.
Neutral Jump Version:
Frame Count | 2 | 2 | 20 | 4 | 4 | 4 | ∞ |
Simplified | 4 | 20 | ∞ |
Diagonal Jump Version:
Frame Count | 2 | 2 | 8 | 4 | 4 | 4 | ∞ |
Simplified | 4 | 8 | ∞ |
njlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[2] | 1~7(-2) | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 40 | ∞ | 43+∞ | Dependent | 2/1 |
A jumping split kick.
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Click to toggle detailed hitbox data.
djlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | ∞ (10 / ∞) | N/A | 5+∞ | Dependent | 2/1 |
Ken's jumping knee.
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njmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 13 | ∞ | 18+∞ | Dependent | 4/3 |
A slightly better jumping split kick.
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djmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] / 22[2] | 3~9 / 5~11 | 40 / 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 13 (5 / 8) | ∞ | 18+∞ | Dependent | 4/3 |
Ken brings his knee down, then his leg realizes it needs to put its hurtbox out.
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njhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 11~17(-1) | 60(+20) | Special / None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | 8 (4 / 4) | ∞ | 10+∞ | Dependent | 5/4 |
Neutral spin kick.
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djhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 3~9 | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 7 | ∞ | 12+∞ | Dependent | 5/4 |
A full power kick.
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Click to toggle detailed hitbox data.
Throws
Ken can throw with , , , and . He also has an Air Throw.
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32* | 7~13 | 100 | - | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 1 | N/A | - |
Ken's Punch throw, where he throws his enemy above his head.
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26* + 4 x n Set amount of hits = 5 |
0 | 0 | - | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 1 | N/A | - |
Ken's Hold.
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32* | 7~13 | 100 | - | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 1 | N/A | - |
Ken's Heavy Kick throw, where he pulls his enemy towards himself, rolls, and then throws his enemy with his leg.
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32* | 7~13 | 100 | - | Grab | 48 (from axis) 19 (from throwable box) Minimum height: 56/48 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 1 | N/A | - |
Same as above, but airborne.
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Click to toggle throwbox data.
Special Moves
Hadoken
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range | |
---|---|---|---|---|---|---|
18[0] | 5~11 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
13 | Traveling | 40* | 53 | -4 (Point Blank) | 2 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range | |
20[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
13 | Traveling | 41* | 54 | -5 (Point Blank) | 2 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range | |
22[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
13 | Traveling | 42* | 55 | -6 (Point Blank) | 2 | |
Ken's iconic fireball, now with extra hands.
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Click to toggle detailed hitbox data.
Startup:
Frame Count | 2 | 7 | 3 | 1 |
Simplified | 13 |
Active:
- Jab Version:
Frame Count | 1 | 1 | 2 | 2... |
Simplified | 40 |
- Strong Version:
Frame Count | 1 | 1 | 2 | 2... |
Simplified | 41 |
- Fierce Version:
Frame Count | 1 | 1 | 2 | 2... |
Simplified | 42 |
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.
Shoryuken
Click to toggle detailed hitbox data.
- Jab Version:
Frame Count | 2 | 4 | 2 | 12 | 6 | 10 | 3 |
Simplified | 2 | 18 | 19 |
- Strong Version:
Frame Count | 2 | 4 | 2 | 20 | 6 | 18 | 3 |
Simplified | 2 | 4 | 22 | 27 |
- Fierce Version:
Frame Count | 2 | 2 | 1 | 25 | 6 | 25 | 3 |
Simplified | 2 | 2 | 26 | 34 |
Tatsumaki Senpukyaku
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[1] (First Hitbox) 12[2] (All others) |
: 3~9 x 3 : 3~9 x 4 : 3~9 x 5 |
: 90 x 3 : 90 x 4 : 90 x 5 |
None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | : 3(7) > 2(1)2(2) x 3 : 3(7) > 2(1)2(2) x 4 : 3(7) > 2(1)2(2) x 5 |
2 + 12 | : 44 : 51 : 58 |
+3 (Last Front Hit) | 6 |
Ken's iconic spinning kick. Propels you forward with hitboxes ahead and behind you.
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Click to toggle detailed hitbox data.
Startup:
Frame Count | 1 | 3 | 3 | 3 | 1 |
Simplified | 1 | 3 | 7 |
Active:
- Short Version: This happens 3 times.
- Forward Version: This happens 4 times.
- Roundhouse Version: This happens 5 times.
Frame Count | 2 | 1 | 2 | 2 |
Recovery:
Frame Count | 4 | 4 | 4 | 0 |
Simplified | 12 | 0 |
Kuuchuu Tatsumaki Senpukyaku
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[2] (All Hits) | : 3~9 x 3 : 3~9 x 4 : 3~9 x 5 |
: 90 x 3 : 90 x 4 : 90 x 5 |
None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | : 2(1)2(2) x 3 : 2(1)2(2) x 4 : 2(1)2(2) x 5 |
∞+7 | : 21 + ∞+7 : 28 + ∞+7 : 35 + ∞+7 |
Dependent | 6 |
The Tatsumaki Senpukyaku except airborne.
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Click to toggle detailed hitbox data.
Active:
- Short Version: This happens 3 times.
- Forward Version: This happens 4 times.
- Roundhouse Version: This happens 5 times.
Frame Count | 2 | 1 | 2 | 2 |
Recovery:
Frame Count | 4 | 4 | 4 | 4 | ∞ | 7 |
Simplified | ∞ | 7 |
Crazy Kicks
Officially known as Roundhouse Kicks, called Crazy Kicks by the community as to not confuse people with the roundhouse button. All of them have the same power regardless of what kick button pressed to use them, but all will turn into an Inazuma Kick overhead if you hold them. They're not very useful, but they're there.
Kama Barai Geri (Inside Crescent)
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[2] + 30[2] | 0~4 + 7~13 | 20 + 90 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 8 (3 + 5) | 17 | 32 | -8 / -4(-5) | 6 |
A fast high hitting kick.
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Click to toggle detailed hitbox data.
Startup:
Frame Count | 2 | 2 | 3 |
Simplified | 7 |
Active:
Frame Count | 3 | 5 |
Recovery:
Frame Count | 4 | 4 | 4 | 2 | 2 | 2 | 3 |
Simplified | 17 |
Nata Otoshi Geri (Outside Crescent)
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[2] + 28[2] | 2~8 + 7~13 | 90 x 2 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
16 | 6 (3 + 3) | 13 | 35 | +2 / +6(+5) | 6 |
A slower two-hit kick.
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Click to toggle detailed hitbox data.
Startup:
Frame Count | 2 | 2 | 2 | 2 | 8 |
Simplified | 16 |
Active/Recovery:
Frame Count | 3 | 3 | 3 | 3 | 2 | 5 |
Simplified | 3 | 3 | 13 |
Oosoto Mawashi Geri (Big Roundhouse)
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32[2] | 0~4 / 7~13 | 20 / 90 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
12 | 7 (3 / 4) | 15 | 34 | Hit: Hard KD / Far KD Block: 0 / +3(+2) |
6 |
Ken's old Far Standing Roundhouse, but worse, and jankier.
General Strategies
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Inazuma Kick
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[2] | 7~13 | 90 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
+: 27 +: 36 +: 34 |
6 {3/3) | 7 | +: 40 +: 49 +: 47 |
+9(+8) / +12(+11) | 6 |
Ken's Overhead conversion. Can be performed from any of his Crazy Kicks, but the overall strength doesn't change depending on button or Crazy Kick performed.
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Click to toggle detailed hitbox data.
- QCF Version:
Startup:
Frame Count | 2 | 2 | 3 |
Simplified | 7 |
Active/Recovery:
Frame Count | 2 | 2 | 2 | 10 | 4 |
Simplified | 2 | 18 |
Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 6 | 7 |
- QCDF Version:
Startup:
Frame Count | 2 | 2 | 2 | 2 | 8 |
Simplified | 16 |
Active/Recovery:
Frame Count | 2 | 2 | 2 | 10 | 4 |
Simplified | 2 | 18 |
Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 6 | 7 |
- HCF Version:
Startup:
Frame Count | 3 | 3 | 3 | 3 |
Simplified | 12 |
Active/Recovery:
Frame Count | 2 | 3 | 3 | 10 | 4 |
Simplified | 2 | 20 |
Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 6 | 7 |
Super Combo
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[1] x 5 | 0~4 x 5 | 20 x 5 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | 8(17)30 | 33 | 90 | Hit: Hard KD Block:-36 (Point Blank) |
- |
Ken does a Shoryuken, then another Shoryuken.
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Misc Animations
Jump Animations
- Neutral Jump:
Frame Count | 3 | 1 | 8 | 8 | 8 | 8 | 8 | 4 | 1 | 7* |
Simplified | 3 | 1 | 44 | 1 | 7* |
- Back Jump:
Frame Count | 3 | 1 | 15 | 3 | 3 | 3 | 3 | 18 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
- Forward Jump:
Frame Count | 3 | 1 | 13 | 5 | 3 | 3 | 3 | 5 | 11 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
New Ken's prejump animation was nerfed on ST by 1 frame, so unlike Old Ken, who has a considerably fast prejump animation, New Ken's prejump is of average speed. This for the most part is a disadvantage.
There's a small gap between the leg hurtbox and chest hurtbox on Ken's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.